English

Scenarios for Educational and Game Activities using Internet of Things Data

Human-Computer Interaction 2019-06-25 v1 Computers and Society

Abstract

Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices. IoT sensing and related scenario and practices, which address school children via discovery, gamification, and educational activities, are examined in this paper. Use of seawater sensors in STEM education, that has not previously been addressed, is included in these educational scenaria.

Keywords

Cite

@article{arxiv.1906.09934,
  title  = {Scenarios for Educational and Game Activities using Internet of Things Data},
  author = {Chrysanthi Tziortzioti and Irene Mavrommati and Georgios Mylonas and Andrea Vitaletti and Ioannis Chatzigiannakis},
  journal= {arXiv preprint arXiv:1906.09934},
  year   = {2019}
}

Comments

14 pages, 5 figures. arXiv admin note: text overlap with arXiv:1805.09561

R2 v1 2026-06-23T10:01:54.109Z